Harlem Heroes, Part 13 (according to Wikipedia, this is the second part of a strip also known as 'The Flying Scotsmen')
2000 A.D. Prog 13
21 May 77
Sam Slade Robo-Hunter (Volume 2, Issue 15), 2000AD Extreme Edition 13 and The Complete Harlem Heroes.
The Harlem Heroes play the Flying Scotsmen.
FIRSTS & LASTS
First strip for which I am unable to think of a First.
Neck-locks and pile-drivers are permitted in Aeroball.
The Flying Scotsmen score two air-strikes to the Harlem Heroes nil.
He loses the blast-off to Red Macardle and then shoulder charges him at 80 mph. The Scotsman is unaffected.
He uses a pair of fire extinguishers to end the Flying Scotsmen pre-game stunt.
Giant is shocked that the Flying Scotsmen's Number 4 manages to break Hairy's grip.
His specialty is a flying mid-air hitch-kick.
He calls himself The King O' The Rigs. Red blocks King's shot at an air-strike, but manages to avoid touching the score tank and avoids the penalty pen.
Hairy: "Just in case you're wonderin', brother, this is called a neck-lock!"
Flying Scotsmen Number 4: "Och, ye...dinna...say..!...And this is an old-fashioned pile-driver--All the way from Aberdeen!"
Air or oil? Oh, neither.
Flying Scotsmen fans just shout "Scotlaaand!" again.
CONTINUITY & CROSSOVERS
INFLUENCES & REFERENCES
Has Sammy been replaced? If not, the Heroes only playing with a team of six, which wasn't permitted in Part 4.
There are no credits printed in the strip itself and so the following are taken from Barney.
Script: Tom Tully
Artist: Dave Gibbons
Letters: Dave Gibbons
This is treading water. This is the most-straight-forward part of the strip so far: no conspiracy, no Louis Mayer, no Ulysses Cord, no Artie Gruber, just pure unadulterated aeroball and man it's dull. What's at stake? Superior team might win. Who cares? After the drama of earlier instalments this was always going to seem tame by comparison.
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